I think an explanation would be nice, because what you're explaining does not make sense (and I've seen it too).
Could someone please explain why this makes sense, because I don't get it: "...the unit did have the MPs to move into the vacated hex (and did so later), however, only after detour and two additional river crossings and not through the hex-face of attack (some of the earlier MPs have been used in attacking over that hex-face)."
Consider what's going on at the micro level. The system is very intuitive if you know what a given action means at the Reg/Bat/Kp level and that MP's in essence is a measure of time. The most important part to remember is that the counter represents everything, combat units, support units, divisional trains etc.
A positive combat result means that that your combat units (a very small share of the total division) has destroyed/outflanked enough of his combat units (again, a small share of the total) to make his current position untenable, hence the retreat. Also, at a micro level, only your immediate attacking and exploitation forces are physically in a small part of the other hex (why he can retreat successfully). The rest of your unit is all still in physically position, spread out over the current hex.
So far so good, however, full control has not yet been established, meaning, you can't put everybody in a road column and march them forward, fat dumb and happy. If you decide to move forward you'll need security and screening forces, your road columns will use combat spacing instead of "normal" march spacing etc. Hence the added MP to move into a newly conquered hex, to represent the added time all these measures take or to represent how they drastically slow down the possible movement rate.
If you are in an enemy ZOC and want to move to another hex also in the enemy ZOC, additional things are going on.
Most of the new hex is in artillery range. You have to secure your flank to prevent raids. You have a very high probability of enemy contact, which means you need additional scouting, security etc. measures.
In micro this means that part of your forces will need time throw up a screen, probably a Reg, as another Reg advances into the empty hex, while the third Reg is guarding the current border. This is all in combat movement so comparatively slow. Your support columns when moving will need wider spacings, and will be restricted to the far side of the hex when moving forward to minimise the danger from artillery, radically increasing congestion and transit times, slowing down the advance even further. At the end, the Reg that was screening the current hex gets pulled after the rest, the bulk probably constituting the new reserve while weak screening forces cover the "hanging" flank/rear.
IMO it's very logical that the detour is faster, IF you can road march most of the way over secured roads.
< Message edited by MechFO -- 12/29/2010 1:19:43 PM >